My wife, Jill, and her phone are like Siamese twins - attached all the time. Jill, who has Huntington's disease, stares into her phone for hours when we are at home, playing puzzle, tile, and problem-solving games such as Tile Master, Candy Crush Saga, Tile Connect, Perfect Time, and Get It Right!
Read MoreAn online game called "Go Viral!" teaches players how misinformation works, as they try to win by making fake news go viral. The lab co-developed a browser-based game called Go Viral! with media agency DROG. In the game, players learn how fake news spreads by trying to get some fake news of their own to go viral.
Read MoreAround 2.6 billion people, or one in three across the globe, play video games. More recently, Sims, the life simulation game that first emerged in 2000, has released an Eco Lifestyle expansion pack where players can run a clean-water and recycling project or build wind turbines on rooftops to decrease their carbon footprint.
Read MoreMultiplayer gaming has seen a huge rise in popularity over the last couple of decades. More and more players are turning their attention to online games, and this has lead to a huge surge in options like this hitting the market. This is great for gamers, and it means that there is almost certainly a game or two on the market that all of your friends will like. Let’s take a look at some of the steps that you will need to take when you want to prepare a games session for you and your friends, giving everyone the chance to take part.
Read MoreIn education, think of the students who are willing to try something new, who are particularly unsatisfied with how they currently learn. The second habit, when you think about it, is especially hard. Especially when we are teaching something, we are teaching it because, at least in general, we think it's true.
Read MoreLegendary game designer Jesse Schell borrows a term from biology here: endogenous value. While the game is in play, it can buy properties and hotels, so players value it. Employee-of-the-month awards are light as gamification goes, but there are plenty of other things within gamified systems and learning games that we might want players to value.
Read MoreOver the last 30 years, teacher-turned-principal Salome Thomas-EL has found success leveraging the game of chess to teach math and history at the elementary and middle school levels, writes Kate Stoltzfus for ASCD. But chess is not just about rote academics, says Thomas-EL: The game boosts student confidence, teaches them critical thinking and problem solving skills, and engages them behaviorally, emotionally, and cognitively, along with providing a host of other benefits.
Read MoreOnline games are obviously popular; an increasing number of people are opting to play them, whether it's for fun, to win, or for another reason such as better dexterity. Online games have been one of the most popular pastimes in recent years, and it's easy to understand why. Here are a few of the reasons.
Read MoreWhile students' energy levels naturally decrease as they get older, most learners will have a naturally high energy level. Let's have a look at three of the most critical gamification principles for a gamified learning environment. You should not reward them simply for the sake of rewarding them, but having small, consistent positive reinforcements will build up their confidence as they learn.
Read MoreShow, don't tell: how gaming contributes to education and science
Read MoreThe process of deconstructing a dish to create your own interpretation is similar to "Deliberate play" for learning designers who want to apply game design to their work. Deliberate Play Deliberate play is playing games to analyze and classify the ingredients, observe dynamics in gameplay over time, and capture the essence of the experience. If you're a learning designer who wants to use game elements in learning design, you must play games first.
Read MoreAs the father of four children, two of whom are gamers, University of Virginia psychology professor Daniel Willingham recently found himself wondering about the educational value of video games. Willingham was struck by the fact there is a rating system to help parents keep their kids away from content that isn't age-appropriate, but nothing to lead them toward games that could actually teach something.
Read MoreLearning games, often associated with the idea of "Serious play", can refer to either games intentionally designed for learning or entertainment games used to teach. Scholars are constantly studying new ways to employ games and discovering how those learning games affect the learning experience.
Read MoreA Scottish training company has launched a digital game aimed at improving mental health in the workplace. Robertson Training has created a digital version of its Resilience Game, which was launched as a traditional board and dice game in 2017.
Read MoreMirai is the animated protagonist in Beyond Blue, an ocean adventure video game set in the near future. According to a UN report, environmental video games like this one might be the next step in raising environmental awareness. Around 2.6 billion people, or one in three across the globe, play video games.
Read MoreIn 2019, 11,500 situations of human trafficking in the United States were identified through the National Human Trafficking Hotline, and the federal government estimates there are nearly 25 million victims globally.
Read MoreI work in a very small niche: I create and research games intended to be played in reality - stories and games designed to come to life around the players, using the real world as the backdrop. The games I design entice players through clever rabbit holes found in the real world that start them searching for answers - maybe something written on a billboard, seen at a rally or printed on a flier.
Read MoreToday, thanks to science, we know a lot more about when gamification really works, and what its boundaries seem to be. Examples like this one might make gamification seem like a no-brainer: Why wouldn't a corporation want to make work more fun? Despite Gallus' exciting results, more recent research shows that as a top-down strategy for behavior change, gamification can easily backfire.
Read MoreThe average American child between 8 and 18 played video games for an hour and 20 minutes a day, and if my kids are representative, that figure skyrocketed this past year. Like many parents, I gave in to increased gaming time but gravely told my children they should choose educational games.
Read MoreIn the home care world, low morale and unmotivated caregivers can lead to a litany of issues ranging from poor care to a lackluster reputation to increased turnover. As home care leaders look to improve their team communication and compliance, they often overlook how technology can provide a way to meaningfully connect with their team and enhance the work experience.
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